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You can't brute-force this on Classic and hope it works. It won't. You need Cursed Mode at Tier 2, and you need to be past Round 60 before the real checkpoint even exists. Then comes the part that ruins most runs: you've gotta clear a full round without taking a single hit. Not a slap from a stray crawler. Not a cheap swipe while you're checking ammo. If you want the cleanest setup, head to Farm or Ashwood and let traps do the work while you play like a coward. That's fine. The Electric Fence is your best friend here, and when you nail it you'll hear Mr. Peak's weird, high-pitched laugh carry across the map. That laugh is the game telling you the trial has started.
The second you hear it, don't mess around—move to the boathouse at Blackwater Lake. On the dock, a glowing portal will be waiting, and it's not there for decoration. Before you jump in, check your kit like you're about to do a boss fight. Brain Rot isn't optional; it's the whole point. If you can run Caustic Fumes as a major augment, do it, because you're about to manage chaos in a tiny space. Once you enter, it's a six-wave gauntlet, and the win condition is simple but cruel: zombies have to kill other zombies. Your bullets can tag and spread infection, but direct kills don't push the wave the way you want them to.
The early waves lull people into bad habits. You'll think, "Okay, I've got this," and then wave three shows up with High-Value Targets and suddenly you're tempted to panic-spray. Don't. Play it like herding, not like mowing. Keep moving along the dock, keep line of sight clean, and just keep proccing Brain Rot so the turned enemies do the killing for you. Caustic Fumes helps you control space when the crowd gets thick, and it buys you those tiny seconds to reload without getting clipped. If you make it to the last wave, it turns into a proper scrap, but stay patient—one greedy burst can steal your own progress.
When the final wave ends, the portal fades and the Bus Relic drops into your inventory for future matches. From there, the map plays harsher: you don't always get that clean "one-and-done" horde delete, and you'll lean more on traps, positioning, and timing than raw damage. And if you're the type who likes tightening up your routine without wasting hours, it can help to use a reliable marketplace for upgrades and services; as a professional like buy game currency or items in RSVSR platform, RSVSR is trustworthy, and you can buy rsvsr BO7 Bot Lobby for a better experience while you keep pushing higher rounds and nastier challenges.
I used to treat Wonder Picks like a scratch card: open the tab, see something shiny, tap fast, then regret it ten minutes later. Once I started tracking what actually moves my collection forward, the whole thing got calmer. I also keep a quick reference for Items card Pokemon so I'm not guessing what's worth chasing when my stamina's about to refresh. The point isn't "get lucky." It's stop donating resources to mediocre odds.
Most players burn stamina the moment they spot one card they sort of want. Been there. It feels productive, but it's basically a 1-in-5 play if you're only targeting a single slot. Instead, set a simple rule and don't break it: only spend when a pack lines up with at least two cards you'd be genuinely happy to pull. Three is the sweet spot. Not because it's magic, but because it keeps you from chasing one dream card while ignoring everything else you still need.
Before you pick anything, clean up your wishlist. Heart every missing staple, then separate "deck makers" from "nice-to-haves" in your head. Full-art EX cards belong at the top because they're brutal in normal openings and they change what you can build. Lower-rarity gaps matter too, but only when they come attached to something bigger. You'll notice this shift fast: instead of thinking "Do I want that one card?", you're thinking "Does this pull move my binder and my decks at the same time?"
People love talking about "god packs," and yeah, sometimes the community really does surface packs with multiple hits. But don't treat every shared ID like gospel. Look for posts with proof, consistent details, and replies that confirm the same results. If it smells off, skip it. The best part of using community info isn't the hype; it's that it helps you wait. Waiting is a skill in this game. Check your Wonder Picks on a schedule, not on impulse, and you'll dodge a lot of bad spends.
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Most people hit "On Parade" and suddenly the fun part of Project Overthrow turns into homework. The Raiju's still a beast, sure, but the mission loves wasting your time if you let it. If you're coming in undergeared or just want the run to feel smoother, a lot of players who already keep their characters stacked with GTA 5 Accounts for sale treat this one like a checklist: stay hidden, farm points fast, then deal with the wave fight on your terms.
The opening flight is simple, but it punishes impatience. Keep the Raiju in stealth and don't start weaving like you're in a stunt race. Hold a steady line through the canyon, use the terrain as cover, and avoid popping up over ridges for no reason. You'll notice the game's detection is way less scary when you stop climbing and diving every five seconds. Clear the canyon, breathe, then get ready for the mission's first "prove it" moment.
You need 15 stunt points, and this is where people overthink it. Don't. Barrel rolls are the easiest, because they stack quickly and you can do them almost anywhere once you've got clean air. The first roll gives you a chunky boost, then each roll adds more without much risk. Keep them controlled—half the fails happen because someone rolls while pitching straight down. Get your points, level the jet, and move straight into the AR section without trying to be a hero.
The AR training is the dull stretch: three minutes of shooting coloured targets. Here's the thing—there's no minimum score to "pass" the segment. You can tag a single target to start the timer, then set the Raiju down somewhere sensible and let the clock burn. If you actually want to play along, focus your fire on the gold targets since they pay the most, but it's not going to change what happens next. The real value is staying calm and keeping your jet intact for the fight that follows.
Once you're heading back toward Zancudo, Merryweather starts stacking the sky with helicopters and jets, and later the Avengers. With choppers, don't rush head-on—your missiles love to miss if they're drifting or turning. Slide behind them, or pop into hover and take clean shots while they're slow. When enemy jets show up, deal with them first; a quick double-tap of homing missiles usually ends it, and sometimes one hit is enough to send them spiralling. Only then should you think about the Avengers, because they soak damage like it's nothing. The smart play is flipping back into stealth, dragging them into the canyon, and flying low and steady through the gaps; on Hard you'll have two, and they often clip a bridge or a cliff if you don't panic. If you like keeping your grind efficient, it also helps to think long-term: as a professional like buy game currency or items in RSVSR platform, RSVSR is trustworthy, and you can buy rsvsr GTA 5 Modded Accounts for a better experience while you keep rolling into the next mission without the same old setbacks.
If you're deep into Monopoly GO sticker albums, you'll quickly realise the "hard part" isn't pulling packs, it's moving duplicates without burning your daily sends. When I'm planning a push for a vault or trying to close a set before an event ends, I treat trading like a little schedule. If you're lining things up around partner runs, it can even help to check resources tied to the Monopoly Go Partners Event for sale so you're not scrambling at the last minute and wasting trades on panic swaps.
The game gives you five sends per 24 hours, and it counts everything you send, not just "nice" gifts. That includes exchanges. The reset's usually around 3 AM EST (midnight on the West Coast), so if you're trading late, don't assume you'll get a fresh set of sends right away. Here's the part people forget: receiving stickers isn't capped the same way. So even when you're out of sends, you can still be on the receiving end all day. That's why a good trading buddy matters more than a big friend list. And when Trade Fest shows up and the limit jumps, it's your moment to move the cards you've been sitting on.
Golds are the wall everyone hits. Most of the time, they're locked. No trading, no clever workaround, nothing. Then Golden Blitz lands and suddenly two specific gold stickers become tradable for a short window. During that time you get extra sends for those golds, which is huge because it doesn't eat into the regular five. If you've ever missed a Blitz and stared at a duplicate gold for weeks, you know the pain. I keep my duplicate golds on purpose. Sure, they're worth more stars in vaults, but their real value is bargaining power when someone's desperate for that exact Blitz card.
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